organic-voronoi-pulse-field.../index.html

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```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Organic Voronoi Bloom</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #0a0a1a;
color: #f0f0f0;
font-family: 'Courier New', monospace;
}
#canvas {
display: block;
}
#info {
position: absolute;
bottom: 10px;
left: 10px;
font-size: 10px;
opacity: 0.6;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="info">neurameba · motd.social</div>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// Parameters derived from the specification
const params = {
motion: 0.546,
density: 0.519,
complexity: 0.492,
connectedness: 0.498,
lifespan: 0.567,
pulse: { avg: 0.70, min: 0.30, max: 1.90 },
tone: { anger: 0.00, sadness: 0.00, curiosity: 0.70, dryness: 0.90, playfulness: 0.10, tension: 0.00 },
topology: {
nodes: 77,
branches: 58,
loops: 153,
maxDepth: 19,
thicknessRatio: 1.75,
fractalDim: 1.616,
energy: 378.8
}
};
// Cellular automaton grid
const gridSize = Math.floor(120 + params.density * 80);
const cellSize = Math.min(canvas.width, canvas.height) / gridSize;
const cols = Math.ceil(canvas.width / cellSize);
const rows = Math.ceil(canvas.height / cellSize);
// State variables
let points = [];
let edges = [];
let time = 0;
let energy = params.topology.energy;
const pulseScale = params.pulse.avg + Math.sin(time * 0.5) * (params.pulse.max - params.pulse.min) * 0.3;
// Palette based on tone parameters
const huePrimary = 170 + (Math.sin(time * 0.1) * 20); // teal/cyan for curiosity
const saturation = params.tone.dryness < 0.5 ? 0.8 : 0.4; // lower for dryness
const brightness = params.tone.playfulness > 0.5 ? 1.0 : 0.8;
const palette = {
bg: '#0a0a1a',
point: `hsl(${huePrimary}, ${saturation * 100}%, ${brightness * 30 + 10}%)`,
edge: `hsl(${huePrimary}, ${saturation * 70}%, ${brightness * 40 + 5}%)`,
highlight: `hsl(${huePrimary}, ${saturation * 50}%, ${brightness * 60}%)`
};
// Generate Voronoi points with controlled randomness
function generatePoints() {
points = [];
const pointCount = Math.floor(params.topology.nodes * (0.7 + params.connectedness * 0.8));
for (let i = 0; i < pointCount; i++) {
// Cluster points toward center with perturbations
const angle = Math.random() * Math.PI * 2;
const distance = Math.random() * 0.4 + 0.3;
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const x = centerX + Math.cos(angle) * distance * canvas.width * (0.5 + Math.random() * 0.2);
const y = centerY + Math.sin(angle) * distance * canvas.height * (0.5 + Math.random() * 0.2);
// Add some deterministic movement based on time
const orbitX = Math.cos(time * 0.03 + i * 0.05) * 20;
const orbitY = Math.sin(time * 0.03 + i * 0.05) * 15;
points.push({
x: x + orbitX,
y: y + orbitY,
baseX: x,
baseY: y,
size: 1 + Math.random() * params.density * 2,
lifespan: params.lifespan > 0.5 ? Infinity : Math.random() * 500 + 200
});
}
}
// Generate edges with controlled complexity
function generateEdges() {
edges = [];
const possibleEdges = [];
// Delaunay-like edges (limited to nearby points)
for (let i = 0; i < points.length; i++) {
const point = points[i];
const nearPoints = points.filter((p, j) => {
if (i === j) return false;
const dist = Math.sqrt((p.x - point.x) ** 2 + (p.y - point.y) ** 2);
return dist < canvas.width * 0.2 * (0.7 + params.complexity * 0.6);
}).sort((a, b) => {
// Sort by angle for Delaunay-like connections
const angleA = Math.atan2(a.y - point.y, a.x - point.x);
const angleB = Math.atan2(b.y - point.y, b.x - point.x);
return angleA - angleB;
});
// Connect to nearest 3-5 points based on complexity
const connectCount = Math.max(2, Math.floor(2 + params.complexity * 4));
for (let j = 0; j < Math.min(connectCount, nearPoints.length); j++) {
possibleEdges.push({
from: i,
to: points.indexOf(nearPoints[j]),
strength: 0.3 + Math.random() * 0.7,
phase: Math.random() * Math.PI * 2,
baseLength: Math.sqrt((nearPoints[j].x - point.x) ** 2 + (nearPoints[j].y - point.y) ** 2)
});
}
}
// Add some organic branching patterns
for (let i = 0; i < params.topology.branches; i++) {
const from = Math.floor(Math.random() * points.length);
const to = Math.floor(Math.random() * points.length);
if (from !== to) {
possibleEdges.push({
from,
to,
strength: 0.5 + Math.random() * 0.5,
phase: Math.random() * Math.PI * 2,
baseLength: points[from].size + points[to].size + 10
});
}
}
// Add some loop connections based on topology metrics
for (let i = 0; i < params.topology.loops; i++) {
const a = Math.floor(Math.random() * points.length);
const b = Math.floor(Math.random() * points.length);
const c = Math.floor(Math.random() * points.length);
// Form a small triangle/loop
if (a !== b && b !== c && a !== c) {
possibleEdges.push({
from: a, to: b,
strength: 0.2 + Math.random() * 0.3,
phase: 0,
baseLength: points[a].size + points[b].size + 5
});
possibleEdges.push({
from: b, to: c,
strength: 0.2 + Math.random() * 0.3,
phase: Math.PI/3,
baseLength: points[b].size + points[c].size + 5
});
possibleEdges.push({
from: c, to: a,
strength: 0.2 + Math.random() * 0.3,
phase: Math.PI*2/3,
baseLength: points[c].size + points[a].size + 5
});
}
}
// Filter and select edges based on connectedness
edges = possibleEdges.filter((_, i) => i % (2 + Math.floor((1 - params.connectedness) * 8)) === 0);
}
// Initialize
generatePoints();
generateEdges();
// Animation loop
function animate() {
// Clear with subtle trails
ctx.fillStyle = `rgba(0, 0, 0, ${0.1 + params.motion * 0.1})`;
ctx.fillRect(0, 0, canvas.width, canvas.height);
time += params.motion * 0.05 + 0.01;
// Update points with organic movement
points.forEach(point => {
if (point.lifespan !== Infinity) {
point.lifespan--;
if (point.lifespan <= 0) {
// Regenerate this point
const angle = Math.random() * Math.PI * 2;
const distance = 0.3 + Math.random() * 0.7;
point.x = canvas.width / 2 + Math.cos(angle) * distance * canvas.width * 0.5;
point.y = canvas.height / 2 + Math.sin(angle) * distance * canvas.height * 0.5;
point.lifespan = params.lifespan > 0.5 ? Infinity : Math.random() * 500 + 200;
}
}
// Organic wandering
point.x += (point.baseX - point.x) * 0.01 + (Math.random() - 0.5) * 0.3 * params.motion;
point.y += (point.baseY - point.y) * 0.01 + (Math.random() - 0.5) * 0.3 * params.motion;
});
// Update edges with pulsing and thickness
const pulseEffect = params.pulse.avg + Math.sin(time * 0.3) * (params.pulse.max - params.pulse.min) * 0.2;
edges.forEach(edge => {
const p1 = points[edge.from];
const p2 = points[edge.to];
if (!p1 || !p2) return;
const dist = Math.sqrt((p2.x - p1.x) ** 2 + (p2.y - p1.y) ** 2);
const ratio = dist / edge.baseLength;
// Adjust thickness based on motion and connectedness
const thickness = 0.5 + params.topology.thicknessRatio * (0.3 + params.complexity * 0.7);
// Pulse effect
const pulse = 1 + Math.sin(edge.phase + time * 0.2) * pulseEffect * 0.2;
const currentThickness = thickness * (pulse * edge.strength);
// Use alpha based on energy and distance
const alpha = params.tone.dryness > 0.8 ?
0.2 + 0.8 * (1 - ratio) :
0.3 + 0.7 * (1 - ratio);
// Draw edge with gradient for organic feel
const gradient = ctx.createLinearGradient(p1.x, p1.y, p2.x, p2.y);
gradient.addColorStop(0, `${palette.edge}80`);
gradient.addColorStop(1, `${palette.edge}20`);
ctx.strokeStyle = gradient;
ctx.lineWidth = currentThickness;
ctx.globalAlpha = alpha;
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
ctx.stroke();
// Highlight thriving connections
if (params.topology.energy > 300 && alpha > 0.4) {
ctx.strokeStyle = palette.highlight;
ctx.lineWidth = currentThickness * 0.3;
ctx.globalAlpha = 0.15 + 0.1 * Math.sin(time * 0.5 + edge.phase);
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
ctx.stroke();
}
});
// Draw points
points.forEach(point => {
const size = point.size * (1 + Math.sin(time * 0.1 + point.baseX * 0.01) * 0.2);
const alpha = params.tone.dryness > 0.8 ? 0.4 : 0.6;
ctx.fillStyle = `${palette.point}${Math.floor(alpha * 255).toString(16).padStart(2, '0')}`;
ctx.beginPath();
ctx.arc(point.x, point.y, size * pulseEffect * 0.8, 0, Math.PI * 2);
ctx.fill();
});
// Occasionally regenerate points and edges
if (Math.random() < 0.02 * params.complexity) {
generatePoints();
}
if (Math.random() < 0.01 * params.connectedness) {
generateEdges();
}
ctx.globalAlpha = 1;
requestAnimationFrame(animate);
}
animate();
</script>
</body>
</html>
```